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/*===========================================================================*\
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*                              OpenFlipper                                   *
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#ifndef ACG_SKELETONNODET_HH
#define ACG_SKELETONNODET_HH


//== INCLUDES =================================================================

#include <ACG/Scenegraph/MaterialNode.hh>
#include <ACG/Scenegraph/DrawModes.hh>
#include <ACG/GL/GLPrimitives.hh>
#include <ACG/GL/globjects.hh>
#include "JointT.hh"

//== FORWARDDECLARATIONS ======================================================

//== NAMESPACES ===============================================================

namespace ACG {
namespace SceneGraph {

//== CLASS DEFINITION =========================================================




/** \class SkeletonNodeT SkeletonNodeT.hh <ACG/.../SkeletonNodeT.hh>

    Brief Description.

    A more elaborate description follows.
*/

template <class SkeletonType>
class SkeletonNodeT : public BaseNode
{
public:
  // static name of this class
  ACG_CLASSNAME(SkeletonNodeT);

  typedef typename SkeletonType::Point            Point;
  typedef JointT<typename SkeletonType::Point>    Joint;
  typedef typename SkeletonType::Pose              Pose;
  typedef typename SkeletonType::Matrix          Matrix;

public:
  
  /// Constructor
  SkeletonNodeT(SkeletonType &_skeleton, BaseNode *_parent=0, std::string _name="<SkeletonNode>");

  /// Destructor
  ~SkeletonNodeT();

public:
  /// Returns a pointer to the skeleton
  SkeletonType& skeleton();

  /// Returns available draw modes
  DrawModes::DrawMode availableDrawModes() const;
  /// Returns the bounding box of this node
  void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax);
  /// Renders the nodes contents using the given render state and draw mode
  void draw(GLState& _state, const DrawModes::DrawMode& _drawMode);
  /// Renders the node in picking mode, restricted to the node components given by \e _target
  void pick(GLState& _state, PickTarget _target);

  /// Adds renderobjects to renderer for flexible shader pipeline
  void getRenderObjects(IRenderer* _renderer, GLState& _state, const DrawModes::DrawMode& _drawMode, const Material* _mat);

  /// Set the pose which should be rendered
  void setActivePose(const AnimationHandle &_hAni);
  /// Get the pose that is used for rendering
  AnimationHandle activePose();

  /// Toggle visibility of coordinate frames for all joints
  void showCoordFrames(bool _bVisible = true);

  bool coordFramesVisible();

	/// returns the size of the rendered coordinate system
	double frameSize();
  
private:
  /// Pick method for vertices
  void pick_vertices( GLState& _state );
  /// Pick method for edges
  void pick_edges(GLState& _state);

  /// Helper function to draw the bones
  void draw_bone(GLState &_state, DrawModes::DrawMode _drawMode, const Point& _parent, const Point& _axis);
 
  /// Helper function to create a renderobject for bones
  void addBoneToRenderer(IRenderer* _renderer, RenderObject& _base, const Point& _parent, const Point& _axis);

  /// Helper function to compute modelview matrices for the two cones composing a bone
  void computeConeMatrices(const GLMatrixf& _modelView, const Point& _parent, const Point& _axis,
    GLMatrixf* _outCone0, GLMatrixf* _outCone1);

  /// Normalizes a coordinate frame defined by the given matrix
  void NormalizeCoordinateFrame(Matrix &_mat);

  /// get a joint color suitable to the baseColor
  void getJointColor( const Vec4f& _baseColor, Vec4f& _result );
  
  /// Convert HSV color to RGB
  void HSVtoRGB(const Vec4f& _HSV, Vec4f& _RGB);
  /// Convert RGB color to HSV
  void RGBtoHSV(const Vec4f& _RGB, Vec4f& _HSV);
  

  /// Simulate glPointSize(12) with a sphere
  double unprojectPointSize(double _pointSize, const Vec3d& _point, GLState& _state);


private:
  /// Coordinate frames are visible if this is true, not visible if false
  bool bCoordFramesVisible_;
  /// The skeleton nodes skeleton
  SkeletonType& skeleton_;
  /// The active pose, this one is going to be rendered
  AnimationHandle hAni_;
  
  /// size for the coord-frame
  double fFrameSize_;

  int slices_;
  int stacks_;

  ACG::GLSphere* sphere_;
  ACG::GLCone* cone_;
  ACG::GLCylinder* cylinder_;


  // instanced rendering with render objects:
  // store modelview and color of instances in a separate vbo

  /// per instance data of joint spheres
  GeometryBuffer  pointInstanceData_;
  VertexDeclaration pointInstanceDecl_;

  /// per instance data of bones
  GeometryBuffer boneInstanceData_;
  VertexDeclaration boneInstanceDecl_;
};


//=============================================================================
} // namespace SceneGraph
} // namespace ACG
//=============================================================================
#if defined(INCLUDE_TEMPLATES) && !defined(ACG_SKELETONNODET_C)
#define ACG_SKELETONNODET_TEMPLATES
#include "SkeletonNodeT.cc"
#endif
//=============================================================================
#endif // ACG_SKELETONNODET_HH defined
//=============================================================================